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a. Where the axes intersect is called the origin The coordinates of the origin are
0,0 on a 2D plane and 0,0,0 in 3D space.
b. Numerical locations placed uniformly along the axes are called the
coordinates These numbers identify locations in space. When written or
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displayed, numbers are always given in the order of X first, then Y, then Z
(with a comma placed between each number).
c. Axes may be rotated or oriented differently within 3D space depending upon
whether you are working with an individual object, a viewpoint, or objects
within a scene.
1. Local (user) coordinate system-assign axes to particular object.
2. World (global) coordinate system-assigns axes to the scene.
d. Many 3D modeling programs allow you to constrain movement (rotation,
scaling, and transformations) along one axis, two axes, or three axes. For
example, you could lock the X and Y axes thereby restricting movement or
deformation to only a Z direction.
e. Relative coordinates are used to transform an object starting at its current
position. Absolute coordinates are used to transform an object relative to the
origin.
B. Basic Modeling Objects and Shapes
1. All 3D modeling programs contain certain basic geometric shapes that can be
combined with or subtracted from other shapes to form more complex objects.
2. Some programs contain more objects than others, but a sample list of basic
primitives includes:
a. Sphere
b. Cube or box
c. Cylinder
d. Torus
e. Cone
f. Plane
3. 2D shapes can also be created:
a. Arcs, ellipses, circles, curves, and freehand curves are basic 2D shapes
typically provided within modeling programs. Shapes may be combined to
create complex objects.
b. Polygons are plane figures made with three or more straight sides (curves).
c. Regular polygons have equal length sides and equal angles.
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d. Splines are curves or polygons that are composed of segments that can be
manipulated by control points placed along the curve. Control points may be
made active and then dragged using a handle attached to the point.
4. Some programs require the user to define parameters of the primitive prior to
importing it into the scene; others will bring in a standard sized object and place
it in a selected position.
a. Typical parameters include center point, radius, height, width, etc.
b. Parameters affect the size, placement, and orientation of the object.
c. Values provided automatically by the software are called the defaults. A
typical default would be to bring in an object oriented in a certain direction
with respect to a construction plane.
C. Modeling Techniques
1. Boolean tools or operations are used to create objects by combining, subtracting,
or determining the common intersections of various objects such as primitives.
a. Union or Addition or Addition (+ or ) is used to combine objects together
into one new object.
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4. Revolve or lathe operations allow the user to create a 2D shape and then revolve it
around an axis.
a. Lathe operations emulate the lathe found in manufacturing shops. A lathe is a
tool used to rotate and shape material by bringing cutting tools against the
material while it spins.
b.
5. Transformations or Transforms are actions that scale, rotate, and move objects.
a. Scale changes the size or proportions of an object along one or more axes.
b. Rotate refers to tilting or changing the direction that an object is facing.
1. Rotation is usually assigned to a particular axis For example, the object
might be rotated along its X axis.
2. Most programs assign a default location for rotational axes. This location
(pivot point) may need to be relocated to create to the desired movement.
3.
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b. Examples include taper bend, twist, smooth, and stretch.
7. Copy or clone tools allow selected objects to be reproduced in their exact size and
form.
8. Mirror tools allow selected shapes to be copied or flipped about a defined center.
D. Viewing Tools
1. Different programs have different ways of displaying objects in real-time while
the scenes are being created within the workspace. Some common real-time
drawing/display modes include:
a. Wireframe - draws objects as edges and vertices.
1. Can look through the object, which sometimes has advantages, but can
also be confusing when many lines at various depths are all seen at one
time.
2.
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1. Keyboard commands, such as holding down the Ctrl key, are often used
to make multiple selections.
2. Selection windows can be generated using the cursorFor example,
selecting a point within the window and dragging the mouse will generate
a selection rectangle whose limits define the selection area.
b. Filters available in some programs allow selection by name or other
characteristics such as shape
c. Parts of single objects (such as vertices or polygon faces) may be selected for
modification.
E. Plug-ins
1. Plug-ins are independent programs or components usually supplied by third-party
vendors that supplement the features of the original 3D program.
2. The software architecture must be designed to make it possible for other
companies (or individuals) to write add-ons to the original program.
3. Plug-ins includes everything from specialized tools that can be added to the
program menu, to special-effects packages.
F. Exporting
1. Individual objects and scenes (or copies) created in one software package may be
exported or placed into another software program.
2. File extensions are used to define exports. For example
a. An object created in Rhinoceros may be saved as a .3ds (3D Studio Max)
image and then opened (imported) into trueSpace where it would become part
of the scene being created.
b. A scene created in 3D Studio Max might be exported into Lightwave where
textures and lighting are added to the scene.
c. Software specifications must be checked to determine which file extensions
are available for saving and opening objects and scenes.
3. Exporting allows users to take advantage of certain features that might be
available in one program that are not as refined as they are in another package.